| Index: src/gpu/SkGpuDevice.cpp
|
| ===================================================================
|
| --- src/gpu/SkGpuDevice.cpp (revision 10818)
|
| +++ src/gpu/SkGpuDevice.cpp (working copy)
|
| @@ -1086,6 +1086,32 @@
|
| SkCanvas::kNone_DrawBitmapRectFlag);
|
| }
|
|
|
| +// This method outsets 'iRect' by 1 all around and then clamps its extents to
|
| +// 'clamp'. 'offset' is adjusted to remain positioned over the top-left corner
|
| +// of 'iRect' for all possible outsets/clamps.
|
| +static inline void clamped_unit_outset_with_offset(SkIRect* iRect, SkPoint* offset,
|
| + const SkIRect& clamp) {
|
| + iRect->outset(1, 1);
|
| +
|
| + if (iRect->fLeft < clamp.fLeft) {
|
| + iRect->fLeft = clamp.fLeft;
|
| + } else {
|
| + offset->fX -= SK_Scalar1;
|
| + }
|
| + if (iRect->fTop < clamp.fTop) {
|
| + iRect->fTop = clamp.fTop;
|
| + } else {
|
| + offset->fY -= SK_Scalar1;
|
| + }
|
| +
|
| + if (iRect->fRight > clamp.fRight) {
|
| + iRect->fRight = clamp.fRight;
|
| + }
|
| + if (iRect->fBottom > clamp.fBottom) {
|
| + iRect->fBottom = clamp.fBottom;
|
| + }
|
| +}
|
| +
|
| void SkGpuDevice::drawBitmapCommon(const SkDraw& draw,
|
| const SkBitmap& bitmap,
|
| const SkRect* srcRectPtr,
|
| @@ -1102,8 +1128,6 @@
|
| }
|
|
|
| if (paint.getMaskFilter()){
|
| - // TODO: this path needs to be updated to respect the bleed flag
|
| -
|
| // Convert the bitmap to a shader so that the rect can be drawn
|
| // through drawRect, which supports mask filters.
|
| SkMatrix newM(m);
|
| @@ -1112,13 +1136,24 @@
|
| if (NULL != srcRectPtr) {
|
| SkIRect iSrc;
|
| srcRect.roundOut(&iSrc);
|
| +
|
| + SkPoint offset = SkPoint::Make(SkIntToScalar(iSrc.fLeft),
|
| + SkIntToScalar(iSrc.fTop));
|
| +
|
| + if (SkCanvas::kBleed_DrawBitmapRectFlag & flags) {
|
| + // In bleed mode we want to expand the src rect on all sides
|
| + // but stay within the bitmap bounds
|
| + SkIRect iClampRect = SkIRect::MakeWH(bitmap.width(), bitmap.height());
|
| + clamped_unit_outset_with_offset(&iSrc, &offset, iClampRect);
|
| + }
|
| +
|
| if (!bitmap.extractSubset(&tmp, iSrc)) {
|
| return; // extraction failed
|
| }
|
| bitmapPtr = &tmp;
|
| - srcRect.offset(SkIntToScalar(-iSrc.fLeft), SkIntToScalar(-iSrc.fTop));
|
| + srcRect.offset(-offset.fX, -offset.fY);
|
| // The source rect has changed so update the matrix
|
| - newM.preTranslate(SkIntToScalar(iSrc.fLeft), SkIntToScalar(iSrc.fTop));
|
| + newM.preTranslate(offset.fX, offset.fY);
|
| }
|
|
|
| SkPaint paintWithTexture(paint);
|
| @@ -1178,32 +1213,6 @@
|
| }
|
| }
|
|
|
| -// This method outsets 'iRect' by 1 all around and then clamps its extents to
|
| -// 'clamp'. 'offset' is adjusted to remain positioned over the top-left corner
|
| -// of 'iRect' despite the possible outsets/clamps.
|
| -static inline void clamped_unit_outset_with_offset(SkIRect* iRect, SkPoint* offset,
|
| - const SkIRect& clamp) {
|
| - iRect->outset(1, 1);
|
| -
|
| - if (iRect->fLeft < clamp.fLeft) {
|
| - iRect->fLeft = clamp.fLeft;
|
| - } else {
|
| - offset->fX -= SK_Scalar1;
|
| - }
|
| - if (iRect->fTop < clamp.fTop) {
|
| - iRect->fTop = clamp.fTop;
|
| - } else {
|
| - offset->fY -= SK_Scalar1;
|
| - }
|
| -
|
| - if (iRect->fRight > clamp.fRight) {
|
| - iRect->fRight = clamp.fRight;
|
| - }
|
| - if (iRect->fBottom > clamp.fBottom) {
|
| - iRect->fBottom = clamp.fBottom;
|
| - }
|
| -}
|
| -
|
| // Break 'bitmap' into several tiles to draw it since it has already
|
| // been determined to be too large to fit in VRAM
|
| void SkGpuDevice::drawTiledBitmap(const SkBitmap& bitmap,
|
|
|